FWE effects still active in FOOK2 game

Post » Fri May 13, 2011 11:44 am

Seems I'm having a lot of game issues lately :(

Anyways, I have two seperate load orders for two seperate games. In one game, I'm using FWE. In the other, I'm using FOOK2. The problem is that in my FOOK2 load order, even without FWE active, its effects are still there.

My ammo all has weight, the FWE config options are in my inventory, etc etc.

How do I fix this problem?
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GRAEME
 
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Post » Fri May 13, 2011 4:10 pm

Seems I'm having a lot of game issues lately :(

Anyways, I have two seperate load orders for two seperate games. In one game, I'm using FWE. In the other, I'm using FOOK2. The problem is that in my FOOK2 load order, even without FWE active, its effects are still there.

My ammo all has weight, the FWE config options are in my inventory, etc etc.

How do I fix this problem?

You havent deactivated it properly. Make sure you have deactivated the esp and esm.

If you deactivate a mod properly, everything from it is gone, no big science behind it.
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Roisan Sweeney
 
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Post » Fri May 13, 2011 6:38 am

How is it still affecting your game?

Then also explain how you are managing the two separate load orders?

Doing so by hand (as in activating/deactivating each esm/esp involved each time) is a disaster waiting to happen.

The best method for doing this is to use Gary Bash and go to the save game tab and create other profiles. Each time you activate a profile it will automatically deactivate and reactivate the mods you had set the last time the profile in question was used. You can also create separate bashed patches for each overhaul and ghost the deactivated esp so to better help with that visually.

Keep in mind, however, that is the best method for managing esp, but even with the use of BAIN profiles in Wrye/Gary Bash will not deactivate/reactivate replacers. This means that if two mods replace, for instance, the texture of a handgun then it will always be the last installed that wins. I'm not sure if that is an issue with Fook2/FWE but maybe part of the issue.

Having at one time attempted to run two profiles with two very different overhauls in Oblivion I will say that even with the above method of Wrye Bash profiles it was hella work and eventually not worth it. One got dropped.
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lucile davignon
 
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Post » Fri May 13, 2011 6:02 pm

I manage them via the import/export feature of FOMM. I just have two seperate .txt files for the load orders.

But anyways, I actually figured it out myself about five minutes after I posted this thread. I guess I didn't look carefully enough, because in my FOOK2 load order I had zeatlotlee's FWE version of the ACR active instead of the regular ACR. This caused the plugin to activate the FWE master files. My bad.
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Richard
 
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Post » Fri May 13, 2011 10:16 am

Again I highly recommend http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/ - which has a save game profile system.

It will activate/deactivate plugins for you and hide saves associated with the inactive save game profile when the other is active.

The other utility which is very useful is LazyMonk's http://www.fallout3nexus.com/downloads/file.php?id=8678(for managing save game files and doing things like renumbering the saves).
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Spencey!
 
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